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Tiny Epic Defenders» Forums » Rules

Subject: Dire Enemy Timing Question rss

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Greg Gresik
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Bolingbrook
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The rules say "A successful defend will protect the Region and negate the Dire's ability"

In regard to the bolded, the sea serpent clearly has his ability kick in before the defense (as does the scorpion in the PnP). But all of the others (i.e. the ghost if someone is in the ruins to defend, the harpy if someone is in the mountains, etc.) would each be negated if a hero in that region defends for two health, right?

 
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Michael Coe
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Nikoms wrote:
The rules say "A successful defend will protect the Region and negate the Dire's ability"

In regard to the bolded, the sea serpent clearly has his ability kick in before the defense (as does the scorpion in the PnP). But all of the others (i.e. the ghost if someone is in the ruins to defend, the harpy if someone is in the mountains, etc.) would each be negated if a hero in that region defends for two health, right?



That is correct. The ability can be defended if not otherwise stated on the card.
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Jarad Bond
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I posted a moment ago to another thread about dire enemies - if this is the official ruling, you probably want to re-word the ghost. My copy of the PnP says, "When the ghost comes into play...".

It kinda has to be in play before you can defend against it, no? It would be better just to say, "The ghost deals 2 damage to one player (in any region)."
 
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